Anno 2170 - A.R.R.C. (Advanced Research - Reformed Content)

(Version 2.07)

A.R.R.C. is a complex modification for Anno 2070. The goal is to offer many alternatives, but not create elements too powerful. Create a lot of new buildings, research new upgrades and enjoy a better gaming experience.

This Mod adds many new changes into the gameplay:

Build over 30 new buildings like the fusion power plant, nano ozon-stabilizer or new production options and much more

Build over 500 new variations of ornamental buildings on your island or harbor

Build the new Habor cities in two different variants as regular or ornamental city

Build your cities under water

Build the new ships like Keto´s "Anaconda" or Trenchcoat´s "Fat Lady" and enjoy the increased ship limit

Create trading routes with the new trading airport and its aircrafts

Allow the NPC´s a resettlement with the new AI shipyard

Discover over 400 new upgrades in the re-designed categories of the academy

Enjoy two different Iconpacks for your upgrades in "Iceblue" or "Colored"

Customize your cities with the new residence and public buildings with the new texturepack "Black Line"

Discover the new balancing system of all energy and ecobalance buildings as well as the new damage system of the military units

The mod supports the english, russian and german version of Anno 2070 and Anno 2070 - Deep Ocean!

It took a long, but now it's finally, the expected last update in the year 2013. Primarily this update should only fix a lot of bugs, but are nevertheless still added some interesting contents over time. In addition to several new buildings, units, decorative elements and optical improvements, the Russian players can look forward to the support of the Russian language now. At this point again Special thanks to the translator "0pupentium".

Since the new forum is used excellent and always adding new good suggestions, of course, many of which have been implemented directly. So we hope that the forum will continue to be used as good as before, and we hope it stays that way. A summary of all suggestions can be found in the relevant collection thread in the forum. With a little luck then is your suggestion in the next update of it! :)

Also our partner "DaLexy" updated the popular map pack up to date. Thus, the map pack is now finally usable for maps that are created without add-on. Also the problems about create maps in the past are solved. To make the whole easiest for all, the map pack is now also known as optional content in the installer of the A.R.R.C. Mod. Consequently, it is longer necessary to add the map pack manually with the RDA-Explorer.

The demand calculator of Elodia for the A.R.R.C.-Mod has been updated to the mod version 2.07 and is now integrated in our homepage. It is also translated into English now.

The mod now supports the Russian language.
(Many thanks to the translator "0pupentium")

A.R.R.C. main menu video has been changed slightly.

A.R.R.C. channel video of the ornamental buildings was replaced by the main menu video.

The maximum number of colonizing NPC´s (Tilda Jorgensen, Thor Strindberg etc.) in continuous games has been increased.
(The number depends on the map size: small=2, medium=4, large=6)
(Many thanks to "Judekw" for the information)

Buildings

The radius in which trees will be deleted (during the construction of buildings), has been decreased to 1.

New building: "Habor-Airfield" in 3 different sizes for "Chopper", "Hawk" and "Firebird",
allows landing facilities for aircraft in the harbor area. (it is able to repair and refuel aircraft, the latter only if a street connection to a port authority exists)

New building: "Drones base", used for the production of drones, can be used as a support unit.
(see units)

New building: "Coal factory", requires wood for the production of coal.
Production ratio for 100% utilization: 1x Coal factory = 2x Sawmill

The thing that annoys me most about vanilla Anno 2070 is the reduced draw distance and fog when you are viewing the map in postcard view. Has this been removed in your mod? If not, do you have any plans to or is it even possible?

No the mod doesn't do something with these effects in post card view and until now there is nothing in work to change it.
We have at the moment enough to do with our new underwater city and fixing quest bugs in campaign because of the changed buildingmenu and new buildings.

Well, Thank you for the mod. It does ABSOLUTELY ENHANCE the Game-experience! Especially the Harbor Buildings. I have one question, but I do not really want to sign up for that website, so I hope you will answer to that anonymous post. I have a problem with the harbor citie's homes. Placing a tech or eco harbor city center and adding the homes does not work for me. The Homes do not recognize a Harbor City Center installed, so the need for community can't be met. I have tried to connect them via Harbor Walls as like the Harbor road(which in my opinion you should change guys. I mean a THIN road floating is a crazy thing xD) I hope you got an answer for me. Thanks in advance!

the easiest way is to build a Harbour City Center and place the Homes in the water with 1 block distance to build a street. Then you have to use a normal road to build the streets. You will not really see them, they are underwater on the ground. The Harbour Streets are only a ornamental building and do not have any function.

We never found another solution, so it's a bit hard to build a functional city in the harbour area. That's why there are also harbour cities as ornamental building - for people who only want to have an optical effect in their harbour.

Sometimes people try to install the mod to the anno folder in documents where savegames and screenshots are saved, so the mod would not work too. Make sure you install it to the game directory where you can find the anno5.exe

When you installed the mod into your game directory: does the game update files when you start it?

Sometimes the installer isn't able to rename the autopatcher.exe and when you start all changes from the mod will be overwritten.

Try to install the mod again and rename the autopatcher.exe in the game directory into another name.

Well, you're right this is a bug. I've tested it and also could not build a city center in the firt mission of the campaign.

The mod was created for continous games. In the campaign is a smaller buildingmenu used so there should be the problem.
I'm sorry. At the moment the best would be to uninstall the mod to play campaign I think.

We'll try to fix it in the next version, but to look at each mission will need a lot of time.